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Reacting to the Past - 0 views

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    "Reacting to the Past (RTTP) consists of elaborate games, set in the past, in which students are assigned roles informed by classic texts in the history of ideas. Class sessions are run entirely by students; instructors advise and guide students and grade their oral and written work. It seeks to draw students into the past, promote engagement with big ideas, and improve intellectual and academic skills. Reacting to the Past was honored with the 2004 Theodore Hesburgh Award (TIAA-CREF) for outstanding innovation in higher education. "
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Connected Learning: An Agenda for Social Change - 1 views

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    "This week, the Connected Learning Research Network, a research group that I chair, released a report (PDF) that outlines how connected learning environments are designed and how they can benefit youth in networked society, especially the underprivileged and vulnerable. The report calls for several core changes in education, including: * Close the gap between the no-frills learning that too often happens in-school and the interactive, hands-on learning that usually takes place out of school; * Take advantage of the internet's ability to help youth develop knowledge, expertise, skills and important new literacies; * Use the benefits of digital technology and social networking to combat the increasing reality of the haves and have-nots in education. "
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Designing Journalism for Discovery and Engagement - The Local News Lab - Medium - 1 views

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    "Later in his commentary Ragusea touches on transparency: "just trust me I know what I'm talking about doesn't work anymore, even if you are trustworthy and you do know what you're talking about," he says. "It's like math problems in school: it is not enough to get the right answer you have to show your work." Since at least 2011 in journalism developer circles show your work has been a mantra, and it is slowly spreading to other parts of the newsroom. Ragusea argues that Thompson's idea of discovery is important not because "people enjoy watching their hero sleuth chase down a mystery" but because nobody will believe you anymore when you "report a bunch of facts, even if you explain where you got them from. You have to show how you got them." Show, don't tell. It's writing 101 and it is the basic idea of active versus passive transparency. I like putting the emphasis on active transparency, in part, because it reinforces the idea of journalism as a process not a product."
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How Early Academic Training Retards intellectual Development | Psychology Today - 0 views

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    "Intellectual skills, In contrast, have to do with a person's ways of reasonIng, hypothesizIng, explorIng, understandIng, and, In general, makIng sense of the world.  Every child is, by nature, an Intellectual beIng--a curious, sense-makIng person, who is contInuously seekIng to understand his or her physical and social environments.  Each child is born with such skills and develops them further, In his or her own ways, through observIng, explorIng, playIng, and questionIng.  Attempts to teach Intellectual skills directly Inevitably fail, because each child must develop them In his or her own way, through his or her own self-Initiated activities.  But adults can Influence that development through the environments they provide.  "
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Active learning increases student performance in science, engineering, and mathematics - 1 views

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    "The studies analyzed here document that active learning leads to increases in examination performance that would raise average grades by a half a letter, and that failure rates under traditional lecturing increase by 55% over the rates observed under active learning. The analysis supports theory claiming that calls to increase the number of students receiving STEM degrees could be answered, at least in part, by abandoning traditional lecturing in favor of active learning."
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New effort aims to standardize faculty-driven review of student work | InsideHigherEd - 0 views

  • Campbell also said that the project will be much more significant if it ultimately shows whether students' skills improve over time. "If you don't have some kind of comparison of change, showing what they could do when they came in and when they left," she said, "it may do exactly what the rankings do: reinforce the reality that great students produce great work, and great institutions have great students."
  • Arum said the AAC&U/SHEEO approach has the potential to be one of "multiple indicators" that higher education institutions and policy makers eventually embrace to understand student learning. "No one measure is going to be sufficient to capture student learning performance outcomes," he said. "Responsible parties know there's a place for multiple measures, multiple approaches." Campbell, of Teachers College, agrees that "because [student learning] is such a complicated issue, any one method is going to have complications and potential limitations"
  • The Results The faculty participants scored the thousands of samples of work (which all came from students who had completed at least 75 percent of their course work) in three key learning outcome areas: critical thinking, written communication and quantitative literacy. Like several other recent studies of student learning, including Academically Adrift, the results are not particularly heartening. A few examples: Fewer than a third of student assignments from four-year institutions earned a score of three or four on the four-point rubric for the critical thinking skill of "using evidence to investigate a point of view or reach a conclusion." Nearly four in 10 work samples from four-year colleges scored a zero or one on how well students "analyzed the influence of context and assumptions" to draw conclusions. While nearly half of student work from two-year colleges earned a three or four on "content development" in written communication, only about a third scored that high on their use of sources and evidence. Fewer than half of the work from four-year colleges and a third of student work from two-year colleges scored a three or four on making judgments and drawing "appropriate conclusions based on quantitative analysis of data."
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  • After her training in using the VALUE rubrics, Mullaney gathered nine faculty members on her campus to be the core of the two-year college's project group. They were previously unfamiliar with the rubrics, she says, but together they "went through them with a fine-toothed comb" and agreed "that these rubrics do represent an accurate way to assess these skills." The professors brought in their own (and their colleagues') assignments to see how well (or poorly) they aligned with the rubrics, Mullaney said. "Sometimes their assignments were missing things, but they could easily add them in and make them better." The last step of the process at the institutional level, she said, was gathering a representative sample of student work, so that it came from all of CCRI's four campuses and 18 different disciplines, and mirrored the gender, racial and ethnic demographics and age of the community college's student body. Similar efforts went on at the other 60-odd campuses.
  • "I might have thought so before, but through this process our faculty has really connected with the idea that this is about student learning," she said. "When they see areas of weakness, I think they'll say, 'Wow, OK, how can we address this? What kinds of teaching strategies can we use?'"
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    Assessment: What are students really learning?
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A quest for a different learning model: Playing games in school | The Hechinger Report - 0 views

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    "While technology is still at the core of the model, the kernel in the center of that core is games and "game-like" learning. in the process of finding its feet, Quest ditched the "school for digital kids" tagline and replaced it with "Challenging students to invent their future." A "challenge," in fact, is a key component of any game, one of many game terms that all Quest students master. Game-related activity - such as creating an overarching narrative for a unit of study, inventing a board or other "analog" game or performing a dramatic role-play exercise - is the container for all curricular content, from algebra and sex education to memoir writing and conflict resolution. "
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Tracing Successful Online Teaching in Higher Education - 3 views

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    "The findings of this study indicated that when teachers described their successful practices, they often linked them to their changing roles and new representation of their "selves" within an online environment. Their portrayal of the teacher self, both built on a plethora of previous experiences and reformed with the affordances and limitations of the online environment, went through a process whereby teachers were constantly challenged to make themselves heard, known, and felt by their students. This study showed that it was critical to listen to teachers' voices and give them a participatory role in the creation and use of their knowledge and experience in order to form their online teacher personas. As a result, programs that prepare faculty to teach online may need to encourage teachers to reflect on their past experiences, assumptions, and beliefs toward learning and teaching and transform their perspectives by engaging in pedagogical inquiry and problem solving."
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What's Worth Learning in School? | Harvard Graduate School of Education - 0 views

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    "We teach a lot that isn't going to matter, in a significant way, in students' lives, writes Professor David Perkins in his new book, "Future Wise." There's also much we aren't teaching that would be a better return on investment."
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Pursuing Truth in Wikipedia - Neckbeard Edition - 0 views

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    "There are five "perpetuity"s in the 15 volumes, and definitely none of them are that quote. There are no instances in which "Thoreau" and "beard" appear together, nor any variation of neckbeard. There are only a handful of references to Louisa May Alcott in the set, and none of them are that anecdote. So I think you can consider it conclusively debunked. "
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Early Learners, Ed Tech, and Active Learning - Medium - 1 views

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    "the "active" in "active use of technology" we are referring to is what is happening in the mind of the child. Active use for young children occurs when they use technologies in generative ways, that is, when they are generating insights, associations between new and existing knowledge, or creating their own content. This encourages more active cognitive processing that leads to deeper, longer lasting learning."
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Lost (and Found) in Translation: What Online Students Want | EDUCAUSE - 0 views

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    "What do students most want from an online class? Connections. They want to develop relationships with the instructor, classmates, and the material. They want online learning to translate seamlessly from their computer to the lecture hall. in other words, to make it feel "real, like you are in the classroom." That's what instructors want, too"
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dy/dan » Blog Archive » [NCTM16] Beyond Relevance & Real World: Stronger Stra... - 0 views

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    "My premise is that we're all sympathetic towards students who dislike mathematics, this course they're forced to take. We all have answers to the question, "What does it take to interest students in mathematics?" Though those answers are often implicit and unspoken, they're powerful. They determine the experiences students have in our classes. I lay out three of the most common answers I hear from teachers, principals, policymakers, publishers, etc., two of which are "make math real world" and "make math relevant." I offer evidence that those answers are incomplete and unreliable. Then I dive into research from Willingham, Kasmer, Roger & David Johnson, Mayer, et al., presenting stronger strategies for creating interest in mathematics education. "
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The botmaker who sees through the Internet - Ideas - The Boston Globe - 0 views

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    "Kazemi is part of a small but vibrant group of programmers who, in addition to making clever Web toys, have dedicated themselves to shining a spotlight on the algorithms and data streams that are nowadays humming all around us, and using them to mount a sharp social critique of how people use the internet-and how the internet uses them back. By imitating humans in ways both poignant and disorienting, Kazemi's bots focus our attention on the power and the limits of automated technology, as well as reminding us of our own tendency to speak and act in ways that are essentially robotic. While they're more conceptual art than activism, the bots Kazemi is creating are acts of provocation-ones that ask whether, as computers get better at thinking like us and shaping our behavior, they can also be rewired to spring us free. "
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U. of Florida Online Bachelor's Programs Win State Approval - Wired Campus - The Chroni... - 0 views

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    "The online offerings will also save students money. Online tuition for in-state students is capped by state law at 75 percent of what students attending classes in person pay-which will come to $112 per credit hour-while students from other states will pay "market rates" in the vicinity of $450 to $500 per credit hour, the university says."
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18 Apps Every Creative And Artist Type Should Download Right Now - 2 views

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    "Mobile devices like iPads and Androids have transformed the way we experience boredom. No longer is a wayward commuter forced to play Snake or Tetris, occupying themselves in a hardly satisfying, and utterly pixelated virtual reality. The tablet or smart phone-wielding travelers can now immerse themselves in an entire library of art and culture-related distractions, finding solace in everything from a Vincent van Gogh game to a digital version of the Louvre."
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What is Authentic Assessment? (Authentic Assessment Toolbox) - 1 views

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    A form of assessment in which students are asked to perform real-world tasks that demonstrate meaningful application of essential knowledge and skills -- Jon Mueller "...Engaging and worthy problems or questions of importance, in which students must use knowledge to fashion performances effectively and creatively. The tasks are either replicas of or analogous to the kinds of problems faced by adult citizens and consumers or professionals in the field." -- Grant Wiggins -- (Wiggins, 1993, p. 229). "Performance assessments call upon the examinee to demonstrate specific skills and competencies, that is, to apply the skills and knowledge they have mastered." -- Richard J. Stiggins -- (Stiggins, 1987, p. 34).
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Syracuse University News » » Faculty Member Launches New Tool for Digital Lea... - 1 views

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    "The site provides science students and educators, at levels from kindergarten to college, with a free online space to create, collaborate and share their own digital drawings, Wang says. It initially was inspired by Frankel's Picturing to Learn project, where MIT and Harvard undergraduates majoring in science created drawings to explain scientific phenomena to high school students, according to Wang. Excited about the potential for drawing as a tool for students and science enthusiasts in and out of the classroom, Wang saw an opportunity in that space to infuse new energy and greater creativity into science education, he said."
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Student Course Evaluations Get An 'F' : NPR Ed : NPR - 1 views

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    Not in agreement with the 'taskmaster' element but I have similar concerns about teaching evaluations. "Michele Pellizzari, an economics professor at the University of Geneva in Switzerland, has a more serious claim: that course evaluations may in fact measure, and thus motivate, the opposite of good teaching. "
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GalaxyKate - 0 views

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    "My research focuses on the development of AI tools to augment user creativity, especially in casual or playful audiences. I specialize in designing and implementing systems that assist users in quickly moving through the possibility space of a creative problem, a genre I call Casual Creators. These systems which have included a design tool for 3D printable necklaces, music visualizations animations, laser-cut robots, and gameplay for a game to crowdsource network security."
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